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FPS metrics #142
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FPS metrics #142
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,18 +1,68 @@ | ||
using Sentry; | ||
using System; | ||
using System.Collections; | ||
using System.Threading; | ||
using UnityEngine; | ||
using Sentry.Unity; | ||
using System; | ||
using Sentry.Protocol; | ||
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public class SentryBehavior : MonoBehaviour | ||
namespace Sentry.Unity | ||
{ | ||
public void Disable() | ||
public class SentryBehavior : MonoBehaviour | ||
{ | ||
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} | ||
private int goodFrames; | ||
private int slowFrames; | ||
private int frozFrames; | ||
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private float slowThreshold = 0.02f; | ||
private float frozThreshold = 1.0f; | ||
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private float lastTime; | ||
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private void Start() | ||
{ | ||
frozThreshold = Time.maximumDeltaTime; | ||
} | ||
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private void Update() | ||
{ | ||
MeasureDeltaTime(); | ||
CheckFrame(); | ||
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if (Input.GetKeyDown(KeyCode.S)) | ||
{ | ||
var sleepDuration = Time.maximumDeltaTime + 0.1f; | ||
Debug.Log($"<color=red>=========== Sleep for: {sleepDuration}ms ===========</color>"); | ||
Thread.Sleep((int)(sleepDuration * 1000)); | ||
} | ||
} | ||
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// TODO: Flush events. See note on OnApplicationQuit | ||
//private void OnApplicationPause() => | ||
// TODO: Flush events, see note on OnApplicationQuit | ||
// private void OnApplicationFocus { if (!focusStatus) Flush events! } | ||
private void MeasureDeltaTime() | ||
{ | ||
var measuredDeltaTime = Time.realtimeSinceStartup - lastTime; | ||
lastTime = Time.realtimeSinceStartup; | ||
Debug.Log($"Measured delta time: {measuredDeltaTime}"); | ||
} | ||
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private void CheckFrame() | ||
{ | ||
if (Time.deltaTime >= frozThreshold) | ||
{ | ||
frozFrames++; | ||
} | ||
else if (Time.deltaTime > slowThreshold) | ||
{ | ||
slowFrames++; | ||
} | ||
else | ||
{ | ||
goodFrames++; | ||
} | ||
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Debug.Log($"Good: {goodFrames} | Slow: {slowFrames} | Frozen: {frozFrames}"); | ||
} | ||
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// TODO: Flush events. See note on OnApplicationQuit | ||
//private void OnApplicationPause() => | ||
// TODO: Flush events, see note on OnApplicationQuit | ||
// private void OnApplicationFocus { if (!focusStatus) Flush events! } | ||
} | ||
} |
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Some thoughts:
Should we use long here? And if so, do we need
Interlocked.Increment
? And if we do :) does that work everywhere on Unity, like WebGL?